More or less a thread to report bugs and other oddities I've encountered in SHotN.

"Honest officer, I wasn't trying to steal it, I was just touching it"
The signs next to the door of the smith and traders in Karthgad apparently have owners. (the guards). If someone catches you trying to press the use button on them, your crime will be reported and you'll gain a 5 gold fine. Even though it's pretty funny to see happen, it's clearly a mistake on one of the developers' parts. I'm still trying to figure out how on earth this mistake happened lol.

Confused NPC's
Couldn't think of a proper title for this, but there's a few NPC's that use text based upon their faction (or in the case of the captured bosmer, the faction that captured him) that just don't make sense. To top it off, apparently there's also an NPC confused about her gender.

[hsimg=]http://i527.photobucket.com/albums/cc35 ... 95b604.png[/hsimg]
Kinda hard to see due to the drab lighting, but the captured bosmer's text for the Bear Clan topic doesn't really fit his current state of peril. When he refers to them, he refers to them as if he was from Karthgad. It would be better if he responded more like he does in other topics when asking him about the bear clan.

[hsimg=]http://i527.photobucket.com/albums/cc35 ... 64ad4c.png[/hsimg]
How does an orc this far in the middle of nowhere know what Solstheim is when others in SHoTN haven't even heard of it. To top it off, look at his response below. it contradicts the previous one lol.
Floating Objects
The following are places in the iron mine just north of karthgad. sorry for the poor lighting. It's a cave though, so what did you expect?

Some of these are probably in not yet finished cells, so you can probably ignore them, the rest...I'll let you decide.
Although Skyrim's weather works often against screenshoting, the overall exterior atmosphere is very nice, especially the woods in rainy weather. The milky white fog felt a bit extreme sometimes, especially when it lasted for days.
One thing I noticed was the lower creature count in exteriors, compared to vanilla game (although it might be just that I was only at level 1).

Well, it's not about cliffracers, one annoying thing about mobs can be that they can see you thrugh grass and bushes, but for the player it's quite difficult to determine from where is he actually attacked, based on the music change and since our exterirs are very rich, it could be difficult to avoid mobs. The thing I was thinking about was that there are only few minotaurs, wormmouths and a few non-respawn NPCs and most of the time the player is simply roaming the land without any encounter. This would ofc need a proper gameplay from lvl1 up.

It looks like after recent data update, sleeping for a longer time in Vorndgad forest region (enough to get a weather change, perphas?) results in game crashing... Weird. I tried it many times, always with the same results, because I thought my horse quest could be somehow dirty, but it happens when I plug off that quest, too. Everything is well when I rest in "Karthwasten, docks" cell (belonging to Wilderness region currently).

Interior are generally bright for my taste (I am using darker nights and some other darkening mods), but one thing breaking the immersion the most are the window lights simulating the daylight coming through - they're present even during night, wich is very odd.
Mountain goat should be renamed to Zombie goat due to their animation.

Last edited by Lord Berandas on Wed May 03, 2017 9:20 pm, edited 3 times in total.

Lord Berandas wrote:[...]one thing breaking the immersion the most are the window lights simulating the daylight coming through - they're present even during night, wich is very odd.

I believe we had planned for these lights to be scripted, i.e. they should disappear at night. I'm not big on the scripting thing though, so it might not be possible; in that case, they should be removed.

Scamp wrote:
I believe we had planned for these lights to be scripted, i.e. they should disappear at night. I'm not big on the scripting thing though, so it might not be possible; in that case, they should be removed.

Most certainly possible! The simplest solution would be to disable/enable dependent on GameHour global variable value. The transition would be very abrupt though.

MWEdit and Enchanted Editor are both showing that Sky_Main.esp has had some dirty edits to some Bitter Coast Region and West Gash Region cells as well as the interior "Nchardahrk", for the past few internal updates.

Last edited by Texafornian on Fri Mar 02, 2018 6:53 pm, edited 1 time in total.

RefID: t_sky_terrrockre_rocklrg_19
Cell: The Reach, Lorchwuir Heath
Grid: -101 0
Coordinates: -821154 6692.04 2878.19
Notes: Ever so slightly caspering rock. Have to tcl to near ground level to see it, or be at bottom of nearby hill.

RefID: t_com_setruin_scrapwood_09
Cell: The Reach, Lorchwuir Heath
Grid: -102 1
Coordinates: -832083 14500.8 3170.32
Notes: stair blocked by beam. Characters with good acrobatics are fine, but otherwise you are stuck. There's goodies down here to lure players as well as a dungeon entrance.

RefID: t_rga_setreach_x_fortwall_19
Cell: The Reach, Lorchwuir Heath
Grid: -105 2
Coordinates: -854144 21440 6848
Model: meshes\Sky\x\Sky_Ex_Red_FT_WL_19.nif
Notes: Bleeding into guardhouse. Also the texture of the floor is inconsitent, although that's on the data side rather than a sky_main bug.

RefID: t_nor_steel_greaves_01
Model: meshes\Sky\a\Sky_A_Nord_Steel_GR_G.nif
Notes: These greaves are stronger than Dwemer and classed as [Heavy], yet they only have a patch of armor on the lower thigh. The rest is fabric. Also maybe Nordic Steel armor should be rarer/more expensive given how its rated higher than Dwemer (Dwemer greaves: 20, Nordic Steel Greaves: 26 Value: 160).

RefID: t_nor_set_stonewall_04a
Cell: Karthwasten
Grid: -105 6
Coordinates: -854831 54495.1 1664
Model: meshes\Sky\x\Sky_Ex_Nord_WL_01_04.nif
Notes: rock wall caspering. Not sure if improperly placed or a problem with mesh. Seems to be a lot of dotted lines where the sky can be seen between segments of wall. Not just this one piece.

RefID: sky_qre_kg1_spikeworm
Model: meshes\Sky\r\Sky_Spikeworm_01.nif
Script: Sky_qRe_KG1_mainsc
Notes: They tend to bunch up into the same spot so there are 2 or 3 in one point overlapping. Also the quest where you clear these from a mine, is excruciating because of how many of these worms there are.

Guards in Karthwasten won't arrest player.
If crime is commited they attack to kill. If they dont see crime they tell you to pay gold, but there is no clickable option and you can continue dialogue with them or exit without consequence.

I might have found a problem with "The Reach, Criagach Saide Burial Grounds" in Sky_Main
can't reach the exit without using tcl, t_sky_cavcrc_i_exit_03 just completely covers it
I'm on OpenMW though, so maybe it's ok on vanilla